Captain Estian Orjas

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Estian Orjas d'Deneith
Estian-orjas.jpg

Art by Slugette
Race: Human (Mark of the Sentinel), Class: Fighter 1st
Background: Soldier, Alignment: Neutral Good
Patron Deity: Dol Arrah and Dol Dorn
Factions: FACTIONS
Ability Scores
Strength 17 (+3), Dexterity 12 (+1), Constitution 14 (+2);
Intelligence 14 (+2), Wisdom 8 (-1), Charisma 10 (+0)
Proficiencies
Bonus: +2
Saving Throws: Strength & Constitution
Skills: Acrobatics, Animal Handling, Athletics, Intimidation, Survival
Tools: Gaming set, vehicles (land)
Languages: Common, OTHER LANG
Armor: All armor, shields
Weapons: Improvised, simple, and martial weapons; unarmed attacks
Traits
Military Rank • Fighting Style (Protection), Second Wind
Feats
Tavern Brawler
Combat
Attacks:Shield: +5, 1d6+3 bludgeoning
Shield, thrown: +5, 1d4+3 bludgeoning, 20/60 feet range
Unarmed: +5, 1d4+3 bludgeoning
Armor Class: 17 (scale mail + shield), Initiative: +1, Speed: 30 ft
Hit Points: 12, Hit Dice: 1d10
Social
Personality Traits: PERSONALITY
Ideals: IDEALS
Bonds: BONDS
Flaws: FLAWS

“I'm with you until the end of the line.” -Captain America

Traits

Dragonmark Traits

  • Sentinel's Intuition. When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.
  • Guardian's Shield. You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting abil­ity for this spell.
  • Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.
  • Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your spellcasting class.

Class Traits

  • Interception Fighting Style: When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Second Wind: As a bonus action, regain hit points equal to 1d10 + fighter level.
    • 1st: compelled duel, shield of faith
    • 2nd: warding bond, zone of truth
    • 3rd: counterspell, protection from energy
    • 4th: death ward, guardian of faith
    • 5th: Bigby's hand

Background Traits

  • Military Rank: x

Feats

  • Tavern Brawler: Gain +1 Strength • Proficient with improvised weapons and unarmed strikes • Unarmed strike causes 1d4 damage • When hitting a creature with an unarmed strike or an improvised weapon on my turn, may use a bonus action to attempt to grapple the target.

Resources

  • Coins: x cp • x sp • x ep • x gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • x

Equipment

Carried Equipment

  • In Hand: Shield
  • Worn: Scale mail, explorer's pack
  • Belt: x
  • Backpack: x

Stored Equipment

  • x

Lifestyle

  • xxx: (x gp/day). x

Origin

  • Born a byblow of a d'Deneith noble.
    • Grew up with single mother in a rough part of Sharn.
  • Had a friend Stanislaus, who he grew up running beside.
    • Brawled a lot with some of the street gangs, with Stanislaus at his side.
    • They didn't want to join the gangs, and so were often chased and attacked by them.
    • Stanislaus was the big brawler, very offensive; Estian was the defensive one, often sacrificing himself to protect Stanislaus in those fights.
    • During those teenage years, they became lovers, and where wholly inseparable from that point on.
  • When his dragonmark manifested, he found his way into service with House Deneith.
    • They promised a good, comfortable life for his mother while he was in service to them, so he joined them.
    • Refusing to be left behind, Stanislaus joined as well.
  • On the battlefield, Stanislaus was cut down by the enemy.
    • A surge on the field pushed him away from Stanislaus' remains. Afterwards, he couldn't find them, and it is a point of some grief and pain for him.
    • He left his blade with his House commander, refusing to return to service. Swore to never raise a blade again.
  • Has lived in the bottle for a while now, drowning in his grief.
    • Living in a slum for a while, he has started to come back out of that grief when he saw some of his poor neighbors being preyed upon by gangs.
    • He stepped up to defend them. He is working to sharpen his fighting skill once again, but is still upholding his oath to not lift a blade again.

Important Individuals

Stanislaus-martikov.jpg
Stanislaus
The Night to my Day
xxx
xxx
xxx
xxx

Advancement

  • Starting Coin & Equipment: 160gp.
    • Scale mail + shield (60gp)
    • Explorer's pack (10gp)
  • 2nd level: +1d10 +2 hp, Action Surge (1/lr)
  • 3rd level: +1d10 +2 hp, Martial Archetype (Eldritch Knight), Spellcasting (DC 12, +4 to hit, 2 1st-level spell slots), Spells (booming blade, sword burst; absorb elements, protection from evil and good, shield), Weapon Bond
  • 4th level: +1d10 +2 hp, Feat (Athletic, +1 Str), +1 1st-level spell slot, +thunderwave (1st)
  • 5th level: +1d10 +2 hp, +3 proficiency bonus, Extra Attack
  • 6th level: +1d10 +2 hp, Feat (Shield Master)
  • 7th level: +1d10 +2 hp, War Magic, +magic missile (1st), +1 1st-level and +2 2nd-level spell slots
  • 8th level: +1d10 +2 hp, Feat (Sentinel), +shatter (2nd)
  • 9th level: +1d10 +2 hp, +4 proficiency bonus, Indomitable (1/lr)
  • 10th level: +1d10 +2 hp, Eldritch Strike, +true strike (can), +earth tremor (1st), +1 2nd-level spell slot